ppsspp/android/native-audio-so.cpp
2012-10-31 11:41:06 +01:00

150 lines
5.2 KiB
C++

// Minimal audio streaming using OpenSL.
//
// Loosely based on the Android NDK sample code.
// Hardcoded to 44.1kHz stereo 16-bit audio, because as far as I'm concerned,
// that's the only format that makes any sense.
#include <assert.h>
#include <string.h>
// for native audio
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
#include "../base/logging.h"
#include "native-audio-so.h"
// This is kinda ugly, but for simplicity I've left these as globals just like in the sample,
// as there's not really any use case for this where we have multiple audio devices yet.
// engine interfaces
static SLObjectItf engineObject;
static SLEngineItf engineEngine;
static SLObjectItf outputMixObject;
// buffer queue player interfaces
static SLObjectItf bqPlayerObject = NULL;
static SLPlayItf bqPlayerPlay;
static SLAndroidSimpleBufferQueueItf bqPlayerBufferQueue;
static SLMuteSoloItf bqPlayerMuteSolo;
static SLVolumeItf bqPlayerVolume;
#define BUFFER_SIZE 512
#define BUFFER_SIZE_IN_SAMPLES (BUFFER_SIZE / 2)
// Double buffering.
static short buffer[2][BUFFER_SIZE];
static int curBuffer = 0;
static AndroidAudioCallback audioCallback;
// This callback handler is called every time a buffer finishes playing.
// The documentation available is very unclear about how to best manage buffers.
// I've chosen to this approach: Instantly enqueue a buffer that was rendered to the last time,
// and then render the next. Hopefully it's okay to spend time in this callback after having enqueued.
static void bqPlayerCallback(SLAndroidSimpleBufferQueueItf bq, void *context) {
assert(bq == bqPlayerBufferQueue);
assert(NULL == context);
short *nextBuffer = buffer[curBuffer];
int nextSize = sizeof(buffer[0]);
SLresult result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, nextBuffer, nextSize);
// Comment from sample code:
// the most likely other result is SL_RESULT_BUFFER_INSUFFICIENT,
// which for this code example would indicate a programming error
assert(SL_RESULT_SUCCESS == result);
curBuffer ^= 1; // Switch buffer
// Render to the fresh buffer
audioCallback(buffer[curBuffer], BUFFER_SIZE_IN_SAMPLES);
}
// create the engine and output mix objects
extern "C" bool OpenSLWrap_Init(AndroidAudioCallback cb) {
audioCallback = cb;
SLresult result;
// create engine
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
assert(SL_RESULT_SUCCESS == result);
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
assert(SL_RESULT_SUCCESS == result);
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 0, 0, 0);
assert(SL_RESULT_SUCCESS == result);
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
SLDataFormat_PCM format_pcm = {
SL_DATAFORMAT_PCM,
2,
SL_SAMPLINGRATE_44_1,
SL_PCMSAMPLEFORMAT_FIXED_16,
SL_PCMSAMPLEFORMAT_FIXED_16,
SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT,
SL_BYTEORDER_LITTLEENDIAN
};
SLDataSource audioSrc = {&loc_bufq, &format_pcm};
// configure audio sink
SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
SLDataSink audioSnk = {&loc_outmix, NULL};
// create audio player
const SLInterfaceID ids[2] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME};
const SLboolean req[2] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &bqPlayerObject, &audioSrc, &audioSnk, 2, ids, req);
assert(SL_RESULT_SUCCESS == result);
result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
assert(SL_RESULT_SUCCESS == result);
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_PLAY, &bqPlayerPlay);
assert(SL_RESULT_SUCCESS == result);
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_BUFFERQUEUE,
&bqPlayerBufferQueue);
assert(SL_RESULT_SUCCESS == result);
result = (*bqPlayerBufferQueue)->RegisterCallback(bqPlayerBufferQueue, bqPlayerCallback, NULL);
assert(SL_RESULT_SUCCESS == result);
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_VOLUME, &bqPlayerVolume);
assert(SL_RESULT_SUCCESS == result);
result = (*bqPlayerPlay)->SetPlayState(bqPlayerPlay, SL_PLAYSTATE_PLAYING);
assert(SL_RESULT_SUCCESS == result);
// Render and enqueue a first buffer. (or should we just play the buffer empty?)
curBuffer = 0;
audioCallback(buffer[curBuffer], BUFFER_SIZE_IN_SAMPLES);
result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, buffer[curBuffer], sizeof(buffer[curBuffer]));
if (SL_RESULT_SUCCESS != result) {
return false;
}
curBuffer ^= 1;
return true;
}
// shut down the native audio system
extern "C" void OpenSLWrap_Shutdown() {
if (bqPlayerObject != NULL) {
(*bqPlayerObject)->Destroy(bqPlayerObject);
bqPlayerObject = NULL;
bqPlayerPlay = NULL;
bqPlayerBufferQueue = NULL;
bqPlayerMuteSolo = NULL;
bqPlayerVolume = NULL;
}
if (outputMixObject != NULL) {
(*outputMixObject)->Destroy(outputMixObject);
outputMixObject = NULL;
}
if (engineObject != NULL) {
(*engineObject)->Destroy(engineObject);
engineObject = NULL;
engineEngine = NULL;
}
}